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C3G Legacy Library This is the archive for all the designs released in the original era of C3G. Feel free to post any figure specific questions in their individual books.


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  #25  
Old July 24th, 2010, 01:21 AM
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IAmBatman IAmBatman is offline
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Re: Doombot - Design Phase

So where are they at right now? Around 220?

C3G can be played with official Heroscape, but it's not recommended.


DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.

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  #26  
Old July 24th, 2010, 01:29 AM
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Re: Doombot - Design Phase

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Originally Posted by IAmBatman View Post
So where are they at right now? Around 220?
No way. They are coming in at 110. Professor X and his mutants just have a new threat, and they should learn to adapt and accommodate for it.
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  #27  
Old July 24th, 2010, 01:33 AM
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Re: Doombot - Design Phase

I missed the "x2". I presume you also missed the "x2" in the Cap test?

C3G can be played with official Heroscape, but it's not recommended.


DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.

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  #28  
Old July 24th, 2010, 01:42 AM
Griffin Griffin is offline
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Re: Doombot - Design Phase

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Originally Posted by IAmBatman View Post
I missed the "x2". I presume you also missed the "x2" in the Cap test?
That is correct.
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  #29  
Old July 25th, 2010, 04:50 PM
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Re: Doombot - Design Phase

This is looking fantastic, Griff! (Pun intended!)

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DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
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  #30  
Old July 31st, 2010, 07:21 AM
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Re: Doombot - Design Phase

Playtest finalized. I will leave this up for 24 hours then I will make a proposition to move to the ERB.
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  #31  
Old July 31st, 2010, 07:23 AM
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Re: Doombot - Design Phase

I decided that Mental Shield may be a bit too powerful for these cheap uncommon heroes, so I took it off. The only time it was tested was one Heavy Hitter test against Professor X and they just dominated him anyways. I also am not sure if there will be room for that power on the C3G Doom, and it would be weird to have two different Doctor Doom's and neither of them have the Mental Shield power while the Doom Bots do.
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  #32  
Old July 31st, 2010, 07:24 AM
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Re: Doombot - Design Phase

Also, it is nice to have some cards with single powers to help tone down our meta game complexity.
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  #33  
Old July 31st, 2010, 07:40 AM
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Re: Doombot - Design Phase

I like what I see here fellas. These doom bots are really cool. One tweak:

DECOY OF DOOM
If you control Doctor Doom, and he receives enough wounds to be destroyed, immediately after removing him from the battlefield, you may roll the 20-sided die. If you roll a 6 or higher, Doctor Doom ignores all damage. Destroy one Doombot you control, and then place Doctor Doom on the space previously occupied by the destroyed Doombot. snip 8<

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  #34  
Old July 31st, 2010, 07:45 AM
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Re: Doombot - Design Phase

Rock on. Thanks G-Bob.
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  #35  
Old July 31st, 2010, 07:46 AM
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Re: Doombot - Design Phase

Quote:
Originally Posted by Griffin View Post
Also, it is nice to have some cards with single powers to help tone down our meta game complexity.
Amen to that! My son has trouble playing with some of the C3G cards because they're too wordy and he can't remember all the powers on every card.
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  #36  
Old July 31st, 2010, 07:58 AM
Griffin Griffin is offline
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Re: Doombot - Design Phase

Quote:
Originally Posted by Grungebob View Post
I like what I see here fellas. These doom bots are really cool. One tweak:

DECOY OF DOOM
If you control Doctor Doom, and he receives enough wounds to be destroyed, immediately after removing him from the battlefield, you may roll the 20-sided die. If you roll a 6 or higher, Doctor Doom ignores all damage. Destroy one Doombot you control, and then place Doctor Doom on the space previously occupied by the destroyed Doombot. snip 8<
Actually, I am not sure I agree with that change. As I read it, Doom would be destroyed (taking all necessary wounds) then he saves on a 6 or higher, then he would ignore all damage... but he would have already received that damage. So I have to either take your suggestion and a step further with this change "remove all wounds markers from Doctor Doom's card". Or I could stick with the front page.

Now your suggestion + my addition, would increase his power, and I haven't playtested it that way, but it is how I had it originally. How does everyone feel about this? We have 24 hours though, and then I am making a proposition.
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